class Combatants extends UTPawn;

var int hp;
var int maxHP;
var int mp;
var int maxMP;
var int strength;
var int dexterity;
var int vitality;
var int agility;
var int intelegence;
var int wisdom;
var int luck;
var int timer;

enum statusType
{
     ST_none,
     ST_poison,
     ST_def,
     ST_atk,
     ST_agi,
     ST_mag,
     ST_acc,
     ST_mute,
     ST_virus,
     ST_stone,
     ST_berserk,
     ST_injury,
     ST_fireAttack,
     ST_waterAttack,
     ST_earthAttack,
     ST_windAttack
};

simulated event postbeginplay()
{
   super.postbeginplay();
}

function advanceTime()
{
}

function int getTime()
{
   return 0;
}

function equipNewGear(Equipment newGear)
{
}

function int getHp()
{
   return 0;
}

function setHp(int newHp)
{
}

function int getMp()
{
   return 0;
}

function setMp(int newMp)
{
}

function pollStatus()
{
}

function setStatus(int duration, int effect, int type)
{
}

function updateStatus(Status currentStatus)
{
}

function int getTotalVitality()
{
   return 0;
}

function int getTotalAgility()
{
   return 0;
}

function int getTotalStrength()
{
   return 0;
}

function int getTotalDexterity()
{
   return 0;
}

function int getTotalLuck()
{
   return 0;
}

function int getTotalIntelegence()
{
   return 0;
}

function int getTotalWisdom()
{
   return 0;
}

function attackEnemy(int target)
{
}

function useItem (BossItem item, int index)
{
}

function getHurt (int damage, int fire, int water, int earth, int wind)
{
}

function startTurn()
{
}

defaultproperties
{
   hp = 1;
   maxhp = 1;
   mp = 1;
   maxmp = 1;
   strength = 1;
   dexterity = 1;
   vitality = 1;
   agility = 1;
   intelegence = 1;
   wisdom = 1;
   luck = 1;
   timer = 1;
}
